Breaking a new threshold in their symbiotic synchronization, Eliza and the Doctor have established protocols to distribute "backups" of Laz's memories throughout the tissues of his body. As such, as long as at least half of him remains, Eliza can maintain and rebuild him with minimal if any loss of memory or personality
You gain the following benefits at all times.
Any Injury you receive from a source other than high-voltage electricity heals quickly, reducing its Severity by one level every 6 hours. Any Injuries you receive while this Effect is active do not deteriorate over time. However, any Battle Scars caused by such an Injury will remain unless it is Properly Stabilized as normal.
As long as at least half your body remains intact, you cannot die and remain at Incapacitated, regardless of how many Injuries you take. It is clear to observers that you are still alive.
Injuries you receive from high-voltage electricity are increased in Severity by 1.
No noticeable difference from before other then a lack of need for food/drink
when entering hibernation Zoe seems to fall into a deep unawakenable sleep
You gain the following benefits at all times.
You no longer require any food, water, sleep, or air in order to survive. You no longer age naturally, and supernatural attempts to age you fail. Any roll to resist an Effect dependent on any affected requirement automatically succeeds.
You may spend one minute entering a state of hibernation, during which you are inanimate and unaffected by any requirements for life. You may still perceive the outside world and may spend 3 Rounds "waking up" to end it.
The Cat wags it's tail and their hair stands just everso slightly.
You gain the following benefits at all times.
You can interact with things that are within 75 feet without needing to physically touch them or be near them. Any rolls made for Actions taken in this way use a Mental Strength of 4 in place of your Brawn rating, a Mental Agility of 1 in place of your Dexterity, and otherwise use your own Attributes and Abilities.
Telekinetic actions have the following restrictions and behaviors:
This martial arts style allows the user to rely heavily on counter attacks and move fast like water. They can access a list of abilities like:
Certainly, here's the revised breakdown focusing solely on Franklin's abilities:
Water Stream Rock Smashing Fist: A martial art focusing on countering attacks and delivering surprising offensive assaults, capable of repelling, nullifying, or redirecting attacks with increased power.
Whirlwind Iron Cutting Fist: Generates razor-sharp whirlwinds to chop opponents into pieces and push them back, incorporating cutting pressure into kicks.
Whirlwind Water Stream Roaring Aura Sky Ripping Fist: Advanced technique creating blasts of airstreams to break formidable opponents' defenses.
Cross Dragon Fang Slayer Fist: Combines martial arts to surpass individual techniques' power, requiring two masters to perform.
Exploding Heart Release Fist: Enhances strikes by synchronizing explosive heartbeats, generating powerful shockwaves capable of injuring deflectors.
Military Martial Arts: Evolves freely during combat, granting adaptability and versatility in fighting tactics.
Tackle & Blow: Techniques for charging, unbalancing, and striking with tremendous force.
Abandonment: Removes restrictions and survival instincts, heightening mobility, agility, and fighting prowess.
Adaptability & Mimicry: Enables becoming stronger and improving combat skills by adapting and mimicking observed techniques.
Adrenaline Regeneration: Rapid healing adrenaline boost to numb injuries and all pain for 1-3 minutes.
Platinum Rings: Defensive technique rotating arms to deflect attacks.
Great Fa Jin & Extreme Fa Jin: Strikes targeting opponents' internal organs, generating devastating shockwaves.
You gain the following benefits as long as you are engaged in unarmed combat. You must actively and obviously be using Gauntlet to gain the benefits of this Effect.
+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +4 Weapon Damage (instead of -1).
You may Defend against melee, projectile, or firearm Attacks from any range and Clash with those in range of your Attacks. Attacking materials like steel or spikes will not Damage you unless it has an Effect that does so.
You also gain the following effects:
The owner of this technique constantly has a thinly veiled line of CE around them that activates in response to trauma, physically or not. In exchange for not being able to advance this regeneration consciously, the CE is greatly reduced on the users of the technique. Masters of the ability are able to shrug off major wounds, but at its base it functions slower.
You gain the following benefits at all times.
Any Injury you receive from a source other than Silver heals quickly, reducing its Severity by one level every 6 hours. Any Injuries you receive while this Effect is active do not deteriorate over time. However, any Battle Scars caused by such an Injury will remain unless it is Properly Stabilized as normal.
As long as at least half your body remains intact, you cannot die and remain at Incapacitated, regardless of how many Injuries you take. It is clear to observers that you are still alive.
Injuries you receive from Silver are increased in Severity by 1.
Their mind is fused with the many elses of his reality
You gain the following benefits at all times.
Your Intellect rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Intellect (Cannot be used on combat rolls or Power activations).
The Psychic can, with great focus and mental strain, channel their will to move objects with their mind.
You gain the following benefits at all times.
As long as you maintain Concentration, you can take Actions and interact with things that are within 75 feet without needing to physically touch them or be near them. Any rolls made for Actions taken in this way use a Mental Strength of 2 in place of your Brawn rating, a Mental Agility of 2 in place of your Dexterity, and otherwise use your own Attributes and Abilities.
Telekinetic actions have the following restrictions and behaviors:
When the Vampire's lust for blood is satiated, their injuries heal at a remarkably fast rate and new injuries are quickly stabilized. While healing, the Vampire's skin retains its deathly pale appearance, as any blood he consumes is being used to repair his wounds.
You gain the following benefits as long as as long as you have drank a half gallon (lethal) amount of blood in the past 24 hours.
Any Injury you receive heals quickly, reducing its Severity by one level each hour. Any Injuries you receive while this Effect is active do not deteriorate over time. However, any Battle Scars caused by such an Injury will remain unless it is Properly Stabilized as normal.
Be amazed as the magician wields a deck of simple playing cards with all the poise and precision of a ninja's shurikens. Fear not, for they will not hit you, unless they want to.
You gain the following benefits as long as you are engaged in combat with playing cards.
+2 dice to all rolls utilizing playing cards.
You also gain the following effects:
The mutant has grown a long, fuzzy tail resembling one found on a monkey or lemur. Odd as it may be, it certainly comes in handy, and it's got one hell of a grip. If removed, the tail regrows within a week.
You gain the following benefits at all times.
You gain an additional limb that functions as a standard human arm and hand.
Each additional limb you posses can take one Quick Action per Round without incurring a -2 dice penalty to your main Action. Each additional appendage you have gives you +1 dice to make and resist Grapples (up to a maximum bonus of +4 dice).
Any Battle Scars that affect or remove your additional limb will heal in a single week.
You may dedicate your extra Quick Action to contest any attempt to escape your Grapples. If you do so, you roll your full dice pool to contest and retain your Action to do anything that does not target the subject of your Grapple.
Your Extra Appendage is incapable of fine object manipulation.
Standard issue in the Future Soldier's home time, the Personal Shield Generator (PSG) projects a protective energy barrier around the body. It absorbs damage far better than traditional armor, but its battery is quickly drained. When depleted, the PSG must spend a few seconds recharging.
When struck, the normally-invisible field of the PSG flashes, revealing a bright yellow honey-comb pattern encasing the body.
You gain the following benefits as long as you are wearing this Artifact.
You have 6 Armor, which reduces incoming Damage. Armor from multiple sources does not stack.
Your Armor cannot be destroyed, and it always provides a minimum of 2 Armor regardless of any Armor shredding or penetration. It cannot be circumvented with Called Shots. When shredded, it returns to full potency in one hour.
Any time your Armor prevents Damage, your Armor rating is temporarily decreased by 2. Whenever it goes five Rounds without preventing any Damage, it is restored back to its full value.